Let me preface this by clarifying that Zeratul is balanced. I’m not asking for straight nerfs, just a shift in his power distribution.
Zeratul is easily one of the most frustrating heroes to play against. All ya’ll whining about “Overwatch hypermobility,” you’ve been looking the wrong way.
By level 20, Zeratul is *literally* the most mobile hero in the game.
- Zeratul has 2 teleports baseline, Blink and Vorpal Blade.
- At level 7, he gets a 3rd teleport no matter what talent he picks – Warp Skirmisher for another charge of VB, Seeker in the Dark for a teleport to the target of Singularity Spike, or Wormhole to basically undo Blink.
- At level 10, he can pick up Might of the Nerazim, which can be used for an extra untalented cast of Blink, bringing him up to 4.
- At level 20, Zeratul can pick one of the single most absurd talents in the game: a 20 second-cooldown Rewind. If he picked Seeker in the Dark or Wormhole at level 7, this talent grants 2 additional Blinks to his combo, for a total of 6.
- 3 of these teleports are conditional, but the other 3 can be freely targeted and are not conditional.
ALL 6 TELEPORTS CAN BE USED BACK TO BACK WITH NO COOLDOWNS IN BETWEEN.
Combine this with the front-loaded and AoE nature of his damage, and Zeratul is extremely hard to deal with directly. He can teleport in, 100-50 most non-Tanks, and then disappear again, all within about 1 second.
THEN HE CAN DO THAT 2 MORE TIMES.
If you don’t have a good Uther or Brightwing on your team, you aren’t catching him unless he screws up. His disengage potential is just too high, and he never really has to commit to a fight like most other heroes.
And yet, despite all this, Zeratul is statistically balanced. What gives?
Well, this is where double-edged nature of Zeratul’s hyper-skirmishy playstyle comes in.
Zeratul excels in harassment and backline bullying at the beginning and ends of teamfights. However, the necessary drawback to this is that he is largely unable to join in on the frontline in actual teamfights. He is too squishy to actually stand with his teammates and duke it out with enemies like other Melee Assassins like the Butcher, Qhira, or Alarak can.
This means that if he doesn’t absolutely shred the enemy team’s backline at the beginning of a fight, his team is effectively fighting a 4v5. He can’t really do too much if the enemy team just steamrolls his own team without him.
As much of an ungodly micro monster as he is, Zeratul just doesn’t have that same level of impact on the rest of the match.
Clearly, this problem seems to cut both ways.
So I'd like to propose some shifts in Zeratul's power and playstyle by increasing his survivability to allow him to commit to fights and reducing his mobility to force him to commit more.
For starters, bump up his base health, as well as his sustain and/or damage mitigation a bit. Maybe shift some talents around to give him access to his sustain earlier or give him a little armor in his kit or early talents, such as after teleporting with Vorpal Blade or Seeker in the Dark.
The whole point of these suggestions is to make him commit to fights, so he has to actually be able to do that.
From here, I think his mobility up through level 7 is fine. 1 Blink and 2 conditional teleports isn’t a serious issue.
Might of the Nerazim is where the issues really begin. Since MotN reduces the damage of SS and Cleave by 50% when used for those abilities, I think using it for Blink should penalize Blink’s range slightly. Reducing its range from 7.15 to about 4.5-5 should be fine.
Twilight Falls is absurd. What is basically Rewind with a 20 second cooldown is ridiculous. At the very least it should increase the cooldown of MotN and/or not reset the cooldown of whichever ability MotN was used for.
Honestly, it would probably be a better idea just to scrap the Rewind effect and replace it with something else, such as removing the damage penalty from MotN ability casts, allowing talents to apply to MotN ability casts, and/or reducing the cooldown of MotN itself.
As one final thought, I'd really love to see Shadow Assault make a return in some form.
Preferably as a level 20 talent that would remove the cooldown of Vorpal Blade for a brief period but prevent Zeratul from casting other abilities until it ends or he cancels it. Kind of like Mal’ganis’ Blind as a Bat talent.
Those are my thoughts. Number tweaks would obviously be needed for any of these changes, but at this point I’m getting really tired of Zeratul never having to actually commit to his engagements, always jumping away the instant things start looking dangerous. Playing whack-a-mole with a mole that has a Warp Blade of his own isn’t very enjoyable. I don’t mind him being more dangerous up-front if he’s actually, you know, up-front.